The Embers of Muaat
I call these guys the sun gods. The Embers of Muaat are an added race from the Shatter Realms expansion. If you get this race when you choose you are on a good path. They are almost too strong to start. You begin with a War Sun and the War Sun technology but they only has a movement of 1 until you actually develop the missing Deep Space Cannon technology. They also have the awesome ability to spend a command counter and place two free fighters or one destroyer anywhere you have a War Sun or Space Dock. War Suns need an escort and fighters are fantastic. If you can add fighters to your War Sun Armada anywhere on the board by spending a command counter be sure to save counters.
The best way to play these guys is to get that War Sun out there and be sure to grab the Deep Space Cannon tech card to give them the 2 space movement they desire. If done correctly you can start head right towards Mectal Rex from the first move. Not too many players want to mess with a War Sun from the start of play so use it as fast as possible. Again I cannot stress enough to take fighters and continue to build fighters. Even if you don’t have troops to take planets with you can always bombard whatever is there. Take fighters for damage rather than a hit to the War Sun because you never know when that nasty Action Card will be played that destroys War Suns that take damage. Use your command counters wisely.
Once you get Deep Space Cannon’s start working towards Advanced Fighters. Be sure to also save trade goods for building that second War Sun. As I said these guys start out strong and everyone else begins by playing catch up. Go start a fight right away or at least spread control over the board.